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Community
General Tabletop Discussion
*Dungeons & Dragons
Narrating Hit Points - no actual "damage"
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<blockquote data-quote="Psikerlord#" data-source="post: 7351479" data-attributes="member: 93321"><p>I could never run the game the way the OP does with zero physical impacts. My preference is the opposite. If an attack roll is a hit, I will always describe it as a hit of some kind, even if it just bangs into your armour and causes pain, or a bruise, or scrape, or cut or whatever. Little bangs and nicks until half hp - at which point I like the bloodied rule - it's a decent cut or gash or hammer bruise, etc. Then at zero hp, it's another big hit, something bloody. </p><p></p><p>Having said all that, I consider HP to effectively be "Fight Points" - how much fight the PC has left in them. This is a combo of armour, meat, skill, luck, fatigue, etc. So when a fighter gets banged up properly at zero hp (or bloodied), after a short rest and he is back to max hp - <em>he still has all those cuts and bangs and wounds</em>. But his HP is max again because he's got his second wind and is ready to fight again, just as hard as before. </p><p></p><p>Being physically injured doesnt necessarily mean you cant be max hp. At the start of the adventure the PC's max hp reflected well rested, armour in good condition and no injuries. Max hp half way through a dungeon - after being reduced to zero hp twice - means finding that second wind, digging deep, harnessing their iron will to fight on, refusing to be defeated, binding wounds, heroic inspiration from the party members or important cause etc, mending armour/shield, bolstering effect of healing herbs and/or probably some magic healing too. </p><p></p><p>Hope this makes sense.</p></blockquote><p></p>
[QUOTE="Psikerlord#, post: 7351479, member: 93321"] I could never run the game the way the OP does with zero physical impacts. My preference is the opposite. If an attack roll is a hit, I will always describe it as a hit of some kind, even if it just bangs into your armour and causes pain, or a bruise, or scrape, or cut or whatever. Little bangs and nicks until half hp - at which point I like the bloodied rule - it's a decent cut or gash or hammer bruise, etc. Then at zero hp, it's another big hit, something bloody. Having said all that, I consider HP to effectively be "Fight Points" - how much fight the PC has left in them. This is a combo of armour, meat, skill, luck, fatigue, etc. So when a fighter gets banged up properly at zero hp (or bloodied), after a short rest and he is back to max hp - [I]he still has all those cuts and bangs and wounds[/I]. But his HP is max again because he's got his second wind and is ready to fight again, just as hard as before. Being physically injured doesnt necessarily mean you cant be max hp. At the start of the adventure the PC's max hp reflected well rested, armour in good condition and no injuries. Max hp half way through a dungeon - after being reduced to zero hp twice - means finding that second wind, digging deep, harnessing their iron will to fight on, refusing to be defeated, binding wounds, heroic inspiration from the party members or important cause etc, mending armour/shield, bolstering effect of healing herbs and/or probably some magic healing too. Hope this makes sense. [/QUOTE]
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Community
General Tabletop Discussion
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Narrating Hit Points - no actual "damage"
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